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The Sandbox And The Grind
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<blockquote data-quote="LostSoul" data-source="post: 4776898" data-attributes="member: 386"><p>Maybe. I think there are two types of sandbox games: googlyblits, where the goal is to explore the world; and sandoolepip, where the goal is to challenge the players.</p><p></p><p>I have never been able to grasp googly play (except the genre-emulation kind), so I'm focused on creating a sandbox in order to challenge the players.</p><p></p><p>edit: edited for rounser. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I think my meaning is still clear, though.</p><p></p><p>If the "smart choice" is to farm XP from low-level encounters, that ruins the risk-reward that I want to see. It's a winning solution that ruins the game (like tic-tac-toe).</p><p></p><p></p><p></p><p>I see where you're going, but I don't want to make things tougher just because the PCs are higher level. If those kobolds would join togther, PCs level 1 or level 10, then they would. </p><p></p><p>The challenge comes in for low-level PCs who want to make sure they don't unite! But the high-level PCs, who just want to wrap up a loose end, they're forced to run through long combats where the outcome isn't in doubt.</p><p></p><p>Yeah, maybe a skill challenge could work, as could pressure on extended rests. I'm not sure how I will deal with it, when and if I get to that point. I'd like to hear experiences from people who have dealt with this.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4776898, member: 386"] Maybe. I think there are two types of sandbox games: googlyblits, where the goal is to explore the world; and sandoolepip, where the goal is to challenge the players. I have never been able to grasp googly play (except the genre-emulation kind), so I'm focused on creating a sandbox in order to challenge the players. edit: edited for rounser. ;) I think my meaning is still clear, though. If the "smart choice" is to farm XP from low-level encounters, that ruins the risk-reward that I want to see. It's a winning solution that ruins the game (like tic-tac-toe). I see where you're going, but I don't want to make things tougher just because the PCs are higher level. If those kobolds would join togther, PCs level 1 or level 10, then they would. The challenge comes in for low-level PCs who want to make sure they don't unite! But the high-level PCs, who just want to wrap up a loose end, they're forced to run through long combats where the outcome isn't in doubt. Yeah, maybe a skill challenge could work, as could pressure on extended rests. I'm not sure how I will deal with it, when and if I get to that point. I'd like to hear experiences from people who have dealt with this. [/QUOTE]
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